8 keyframing, 1 keyframing, Keyframing – Grass Valley Channel Composer v.1.6.2 User Manual
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Channel Composer User Manual - Channel Composer User Manual- document version: 1.6.2 - 34
6.8 Keyframing
Keyframes are used to animate Object properties such as position, size and effects over time. A keyframe
is a snapshot of the properties of one or more Objects at a specific point in time. Keyframes are used to
define start, intermediate and end points of an animation. The frames in between these keyframes are
then automatically filled in by Channel Composer.
You can also use Controllers to animate Objects. For an explanation, see
File > Example Projects:
Controllers.
6.8.1 Keyframing
To add a keyframe, on the Template Timeline, select the Object(s) you want to
animate.
On the Timeline, specify the point in time where you want to start the animation. To
do this, specify mm:ss:ff or move the player head to the appropriate position on the
Timeline.
Define the Object's properties at his point in time.
Now click the
Add keyframe icon to keyframe the Objects’ properties at this point in
time.
On the Timeline, specify the point the time where want to end the animation. Define
the Object's properties at that point in time and insert a second keyframe.
Channel Composer will automatically fill in the Object's animation between the
keyframes. Any number of keyframes can be defined.
Move the player head on the Timeline to preview animations.
The
icon on the Timeline indicates that a keyframe is added.
The
icon indicates that a keyframe is added to an Object or sub-property on a lower level.
:
Click to go to the selected Object’s previous keyframe.
:
Click to go to the selected Object’s next keyframe.
:
Reverse or timescale selected keyframes.
:
Define the type of interpolation for the selected keyframes. Options are:
•
Constant Speed
•
Ease In
•
Ease Out
•
Step